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https://github.com/Nimac0/SDL_Minigame
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Merge pull request #18 from Nimac0/Collision
Sliding along collision boxes
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commit
0a25cab6e8
@ -3,6 +3,7 @@
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#include <SDL.h>
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#include "Component.h"
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#include "Vector2D.h"
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class TransformComponent;
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@ -15,10 +16,14 @@ public:
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bool hasCollision; //added for removing collision of destroyed projectiles
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float hitboxScale; //adds a seperate variable for the scale of the hitbox (not the sprite) so each sprite can have a different hitbox size if needed
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bool isProjectile = false;
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ColliderComponent(const char* tag);
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ColliderComponent(const char* tag, float hitboxScale);
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void init() override;
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void update() override;
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void removeCollision();
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void handleCollision(Vector2D& characterPos, SDL_Rect& characterCollider, SDL_Rect& componentCollider);
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};
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@ -4,6 +4,8 @@
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#include <SDL_image.h>
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#include <vector>
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#include "Vector2D.h"
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class AssetManager;
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class ColliderComponent;
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@ -25,6 +25,10 @@ void ColliderComponent::init()
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entity->addComponent<TransformComponent>();
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}
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if (strcmp(this->tag, "projectile") == 0) {
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this->isProjectile = true;
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}
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transform = &entity->getComponent<TransformComponent>();
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Game::colliders.push_back(this);
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}
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@ -43,3 +47,16 @@ void ColliderComponent::removeCollision()
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{
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this->hasCollision = false;
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}
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void ColliderComponent::handleCollision(Vector2D& entityPos, SDL_Rect& entityCollider, SDL_Rect& componentCollider)
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{
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// collision to right of character
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if (entityPos.x < componentCollider.x)
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{
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entityPos.x = componentCollider.x - entityCollider.w;
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}
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else // collision to left of character
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{
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entityPos.x = componentCollider.x + componentCollider.w;
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}
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}
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18
src/Game.cpp
18
src/Game.cpp
@ -260,11 +260,25 @@ void Game::update()
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{
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if (SDL_HasIntersection(&player.getComponent<ColliderComponent>().collider, &cc->collider) && strcmp(cc->tag, "player") && cc->hasCollision)
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{
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player.getComponent<TransformComponent>().position = playerPos;
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if (!cc->isProjectile)
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{
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player.getComponent<ColliderComponent>().handleCollision(player.getComponent<TransformComponent>().position, player.getComponent<ColliderComponent>().collider, cc->collider);
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}
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else
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{
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player.getComponent<TransformComponent>().position = playerPos;
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}
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}
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if (SDL_HasIntersection(&enemy.getComponent<ColliderComponent>().collider, &cc->collider) && strcmp(cc->tag, "enemy") && cc->hasCollision)
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{
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enemy.getComponent<TransformComponent>().position = enemyPos;
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if (!cc->isProjectile)
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{
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enemy.getComponent<ColliderComponent>().handleCollision(enemy.getComponent<TransformComponent>().position, enemy.getComponent<ColliderComponent>().collider, cc->collider);
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}
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else
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{
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enemy.getComponent<TransformComponent>().position = enemyPos;
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}
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}
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}
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@ -44,12 +44,29 @@ void TransformComponent::update()
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// if(velocity.x != 0 && velocity.y != 0)
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float multiplier = velocity.x != 0 && velocity.y != 0 ? 0.707 : 1; //normalizes vector
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Vector2D newPos(
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position.x + velocity.x * speed * multiplier,
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position.y + velocity.y * speed * multiplier
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);
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if (newPos.x < 0 || newPos.x + (this->width * this->scale) > SCREEN_SIZE_WIDTH || newPos.y < 0 || newPos.y + (this->height * this->scale) > SCREEN_SIZE_HEIGHT)
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return;
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if (newPos.x < 0)
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{
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newPos.x = 0;
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}
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else if (newPos.x + (this->width * this->scale) > SCREEN_SIZE_WIDTH)
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{
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newPos.x = SCREEN_SIZE_WIDTH - (this->width * this->scale);
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}
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if (newPos.y < 0)
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{
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newPos.y = 0;
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}
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else if (newPos.y + (this->height * this->scale) > SCREEN_SIZE_HEIGHT)
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{
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newPos.y = SCREEN_SIZE_HEIGHT - (this->height * this->scale);
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}
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position = newPos;
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}
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